Showing Posts For Carlie.3869:
I do realize that this is a “bug” and is something that “isn’t the way it was intended to be”, and I’ve also heard that it’s been used to exploit some blueprints or something.
Despite the above, this “bug” was one of the funnest things to do in the game, mixing and matching different poses and animations for fun and showing off cool weapon skins, sounds and effects that way.
Please find a way to bring this feature back (without opening a way to any exploits, of course), because the game feels just that much more dull without it. At least in towns?
Eventually the name change seems to achieved the exact opposite of ensuring and maintaining privacy – people get curious as to why the nickname keeps changing in their display list and ask questions…
Is there any progress with this? The issue is very annoying.
Thanks for the update Gaile, it’s good to know that the team is looking into it
P.S. – …and I’m feeling special alright, my guild mates think I’ve hacked the GW2 servers now -.-
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Exactly the same issue here, as described in this thread.
A couple of months, patches and content updates came and went, and the name is still inconsistent both for me and other players
Incident number 130601-000123 with further details, if that helps.
I’ve personally never tried to enter the uninstanced Salma, but after reading this thread (and the one on Reddit) I’ve decided to give it a try.
I got in on the first try, without much effort, and I don’t have any Blink skills (Warrior).
So what is all the fuss about, exactly..?
The walls that got fixed must have probably been ones that new players who are unfamiliar with the instance could accidentally get through while doing their story, so that would be a valid reason.
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Same here, most noticeable while running dungeons with multi-server groups (I’m from the EU btw).
On some servers there are massive occasional lags of up to about 5 seconds, on others it’s smooth as butter.
Tracing with PingPlotter to any of the lagging servers shows a clean, steady trace with nearly no packet loss or jitter up to the datacenter (which promptly ignores ICMP ping).
Tried 3 different local ISPs, same issue with all of them.
(One of them being over coax cable, the other two VDSL over FTTP + copper wire)
Tried 4 different PCs and 2 Macs, same issues.
Tried playing from 3 different locations (cities) about 120km apart, same issues.
Tried 4 different GW2 accounts, same issues.
Please ANet, undo whatever it is you did to the gameservers lately.
P.S. – It is also worth noting that none of the other EU-server-based games I play seem to exhibit such issues, for example GameForge’s servers seem perfectly stable and lag-free at exactly the same time.
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Database-wise, it should be a relatively easy fix to implement, with the only slightly-challenging part being to update the entries for the existing transmuted items, hence I’m kind of baffled why they haven’t done it yet.
Unless:
a) The initial entries were poorly structured.
b) It’s intended to be like this (aka don’t transmute).
P.S. – would be nice if a rep could actually clarify whether it’s just intended to be like this, or a fix is being at least “considered”.
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I’ve been annoyed with the RightClick targeting in this game since day one, I noticed it right away and was puzzled by the fact there was no option to disable and/or re-bind it.
Over time though, I’ve gotten sort of used to playing with it, albeit this workaround-gameplay makes the game a bit more tedious and requires a bit more effort:
- Try to always be in a group, even with offline people
- Bind your “Take Target” key (default T) to something more accessible (Q in my case)
- Bind your “Call Target” key (default Ctrl-T) to something more accessible (C in my case)
- Call target on whatever you’re attacking (unless you’re in an actual group together)
- Mash the “Take Target” key vigorously on every occasion you get during combat
- Pray nobody in your party marks another target
Kind of works.
Not sure why the devs consider this to be enjoyable though.
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I’d second that, unfortunately removing that limit will probably cost a lot of bandwidth, and cause all sorts of-lag related problems as a result.
Pretty frustrating, frankly.
If this is an attempt to make people stop wanting to play the game, I’d say it’s definitely working.
Again, the more difficult it is to trade, the less trades will be going on, the less transactions to go through looking for the suspicious ones.
I could be entirely wrong though.
Doubt that’s ever going to happen in GW2, and for good reason.
As long as trading something takes a bit of effort, there’ll be less trades going on and “suspicious” ones (eg gold from goldsellers and such) are easier to track.
I think. There might be other reasons though.
I know a few who would agree on this, especially Warriors:
Please implement an option to customize what the Escape key does.
Currently, you can only enable/disable the Escape hey for closing windows, but I think that having an option for it to cancel the currently selected target and do nothing else would do miracles for some gameplay situations.
It just seems to happen too often, when trying to use the “Rush” skill to get out of a sticky situation, but instead dashing right into the middle of the mob zerg and… well.
As it stands right now, to cancel a selected target (to dash away, for example), the Escape key needs to be pressed anywhere between 3 and 7 times (or as many times as there are windows open if you have that option enabled) – usually at least once for stopping the current skill, once for stopping the auto-attack and once more to actually cancel the target (once more if you’re in Autorun), and by then it’s often too late.
What’s worse, mashing it in combat and having the game menu pop up can be even more confusing…
So, is there some sort of workaround that I’m missing, is it intended to be this difficult, or is there a chance for such an option to be added?
Disabling right-click selection and adding priorities to mouse selection
in Suggestions
Posted by: Carlie.3869
This still hasn’t been fixed it seems, and it’s simply terrible in gameplay.
All of the reasons are mentioned above.
Please ArenaNet, do something about this.
+1 to the suggestion.
Things like that are what make the game feel more “limited” and sway people away from it. Either don’t include it from the start, or don’t remove it later.
Same question as the above, been wondering about this myself.
I got disconnected during the event and all I got was this thread to read.
Also:
“Cliffside: Fixed an issue where players were able to attack and kill the first boss before triggering the cinematic.”
I wasn’t aware of that bug, but it would’ve been nice if you could either shorten that animation considerably, or remove it entirely, for example after a player has seen it once. It’s quite annoying to have to re-watch it every time.
The worst thing about these kind of “fixes” is that it makes people go looking for alternative ways to simply enjoy the game normally, but what they usually end up finding along the way are actual exploits and bot programs, which in turn leads to the “let’s see what this does”, and it’s all downhill from there…
A good example of this would be the dreaded FoV issue that most game devs just don’t seem to perceive and/or comprehend. And anyone who’s been looking for a fix for the FoV probably knows how short the way to actual exploits like speedhacks is from it…
Just sayin.
@Gilosean
Regular keyboard macros don’t seem to be fast enough, need something driver-level or even kernel-level to accomplish this. Some keyboards have their software for this I suppose, but not all – mine doesn’t.
“Fixed a bug that would allow users to “Spam Jump” to scale walls and other obstacles."
Seeing as the only way to accomplish normal jumps in puzzles now is by tapping the jump key like mad on every jump, I guess it’s time to go look for that piece of 3rd party software that emulates multiple quick keystrokes upon pressing a key once
Any suggestions?
Same thing here, and I thought I just suddenly started to suck at puzzles.
The only solution is to tap space like crazy when jumping, but the hand starts hurting after too much of that
Same here… tried 2 times, rescuing them in different order – same thing.
Only thing that’s changed was that if I spoke to Vrackan after reviving the other Skritt, the line “Rescue Tchkik and the other scouts” appeared twice on the story log.
After speaking to Vrackan, one of these lines disappeared, but the quest is still a dead-end.
